Cool things. With your awesome skills you can make all 2d sprites as 3d models! And more than that, have ability for NPC to have equipment on them what they have in inventory, not only one static look.

If you want, you could use a Unity asset that I'm developing to render the 3D model into a sprite inside Unity in real-time. It would benefit from high levels of customization and real-time lighting. You can customize the FPS of the animation, number of discrete view angles (4, 8, or 16), resolution of the sprite, bilinear/point filtering, and 16 or 32 bit color depth all-on-the-fly. Also, it doesn't store a texture atlas, so your video memory isn't dependent on the number of frames or animations. On the downside, it does require that the model be rendered once every so many frames in order to update the Render Texture so that counts against your video memory, but the simple materials you appear to be using (which I love by the way) shouldn't be a very heavy hit.

Sorry the video is kind of dark; it's my first time making a demo video and I was trying to emphasis the real-time lighting.

The "code switch" mentioned by Jedidia would be taken care of automatically by my Asset which compares the main camera's view angle to the subject's orientation, then descretizes it to snap it into a 45 degree (or whatever interval you want) angle. But on the other hand, I don't think DFU supports swapping character sprites with animated 3D models yet (I'm speaking in ignorance here) so it may be a moot point for now anyhow.

BTW, the video features a ground texture made by our very own KoW (credited in the video description).

Wow I'd like to see more of this in the context of Daggerfall's assets. This is really impressive.

Well there is also this new technique called ESRGAN, which could be useful for the textures:

Enhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).

Well there is also this new technique called ESRGAN, which could be useful for the textures:

Enhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).

We got any Python guys here in the DFU community? I've been interested in AI for a while, particularly CNNs (Convolutional Neural Networks) and GANs (Generative/Adversarial Networks) much like what is described in the referenced technique. I wouldn't mind taking a stab at running those algorithms and churning out some upscaled textures when I get some time. Just bare in mind that while it can upscale, it most likely won't bring the results up to true "HD" quality like what Kamer is working on with NPCs or VMBlast is doing with the textures (https://forums.dfworkshop.net/viewtopic ... &start=250), but it would definitely be a lot faster to produce and I have to say, those Morrowind upscaled textures do look pretty impressive!

Well there is also this new technique called ESRGAN, which could be useful for the textures:

Enhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).

We got any Python guys here in the DFU community? I've been interested in AI for a while, particularly CNNs (Convolutional Neural Networks) and GANs (Generative/Adversarial Networks) much like what is described in the referenced technique. I wouldn't mind taking a stab at running those algorithms and churning out some upscaled textures when I get some time. Just bare in mind that while it can upscale, it most likely won't bring the results up to true "HD" quality like what Kamer is working on with NPCs or VMBlast is doing with the textures (https://forums.dfworkshop.net/viewtopic ... &start=250), but it would definitely be a lot faster to produce and I have to say, those Morrowind upscaled textures do look pretty impressive!